Object LTO

Posts 13 of 3 · Page 1 of 1
Object LTO
if you don't know of this file, you find it in the Game Folder in the CA directory

most of you i bet just bypass it up thinking it has something to do with modding since models are LTB and LTA/LTC

wrong.

OBJECT LTO—You must include all the server logic code in this file, such as artificial intelligence routines for enemies and scorekeeping for multiplayer games. This file should also define all the objects in your game. The DEdit tool can read them from this file directly. This allows a programmer to make a change to what properties a level designer can set on an object and have the changes immediately reflected in the level-editing package.

so yeah it does deal with modding but not as much as you think

if you look through it in Olly or IDA, you find this

Code:
Text strings referenced in Object:.text, item 8093
 Address=01EC520A
 Disassembly=PUSH Object.0204E4C0
 Text string=ASCII "CCharacterHitBox::CreateNodeRadiusModels if(GetNodeTransform(szNodeName, transform) == LTFALSE) continue"

Text strings referenced in Object:.text, item 3372
 Address=01D7C17A
 Disassembly=PUSH Object.02032D5C
 Text string=ASCII "FreeVoteKickLevel"

Text strings referenced in Object:.text, item 5884
 Address=01E3AB60
 Disassembly=PUSH Object.02047018
 Text string=ASCII "%s\PlayerKickLog_%04d%02d%02d.log"

Text strings referenced in Object:.text, item 5889
 Address=01E3B462
 Disassembly=MOV ESI,Object.020470E8
 Text string=ASCII "MutationBox TouchPickup 1; ActivatePickup 0; DMTouchPickup 1;Rotate 1;"
there is so much in here you don't know about, figure out what it has to do with, and you might be able to have some fun
ooooh this looks good is the first one quarintine mode???
i don't honestly know BUT i've done a little research on object lto from other lithtech games and NONE of them have even close to the amount of data that CA's has


i think they use CA's for the debugging/error/hack use checkl
Posts 13 of 3 · Page 1 of 1

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